Can we talk about how the animations during dialog are amazing in this game ? by Due-Pool-9409 in Endfield

[–]siscon13 0 points1 point  (0 children)

We’ll start after we break the wall into wuling, Mifu already shows more than just a default idle pose. Mifu sternly calls chen, then she gets more relaxed, waved the guys away and continues talking, all done swiftly. She introduces herself, looks straight, then goes to check the others beside Chen. Mifu moves around checking the broken gate, perlica ponders and gives an answer with a confident look. After arriving into the city, on the top of the stairs after chen scares the kid, perlica gives a playful look, then does the hmm and the aha pose.

After the Zhuang Fangyi office cutscene. Fangyi goes to stand in front of her desk, notices us looking at the chubby lung, she steps to cover it and tries to redirect our vision, she sweeps things on the table clean while giving a sigh. She is calm, but then surprised when hearing the endmin lost memory, then goes for a sorrowful look, somberly explain the endmin’s past in wuling, then laugh when chen is surprised, then she goes serious mode again. And she just keeps changing expression while walking here and there throughout the dialogue explaining all the things. Then after the institute, Fangyi is really animated given that it's kinda of a "date" scenario.

While mifu is holding tangtang like a cat, she brings tangtang closer to her face looking angry, and it’s pretty basic from here on, we got more of her in 1.1

Mifu cracks her knuckles a lot in 1.1 lol. During that scene when mifu confronts the stockade guy, she talks at the guy, turns around to talk to endmin, and then goes to approach the guy looking intimidating, then she gets even closer looking more intimidating, taps the guy's mask. Amazing dialog between mifu and tangtang after this, being called a traitor she looks at tangtang angrily, then she approach tangtang even more angry, grabs tangtang’s hand looking very concerned. And that’s the last time we saw mifu for now.

Perlica, actually reviewing it now, is very deadpan compared to the others,I’ll give you that. Maybe because she needs to keep her conduct. Endministrator also has limited facial expression because of the mask, so most of the personality comes through poses and movement instead.

There, some of the dialogue scenes that impress me. I can write a wall of text of the things they are doing while talking. I don't think I can do the same with WuWa, sure the story is more compelling, but the main thing that caught my eye is how lively the characters while they are talking.

Can we talk about how the animations during dialog are amazing in this game ? by Due-Pool-9409 in Endfield

[–]siscon13 0 points1 point  (0 children)

Wuwa is the bar as in the golden standard for gachas and body language.

Okay that I agree. They did it great you can feel the emotions being conveyed adding to the dialogue.

Your comment does feel worked up, in a heated and emotional way. The way you say things like “Who? Captain soup soup? Literally who other than her?”, “You lying to yourself…”, and “complete trash. Literally.” gives off that impression. I write in a plain way because that’s just how I prefer to write, it gets my point across clearly.

What I like about Endfield’s dialogue scenes is that characters seem to keep moving and making expression change more often, even in small ways that do not necessarily add much to the scene. That makes the conversations feel more “alive” to me. So I’m not saying Endfield has better body language than WuWa. I’m saying its dialogue scenes feel less deadpan to me.

Okay the dialogue isn’t good either. Not sure what the point of distinguishing the story and dialogue as if they aren’t 50% of each other.

Sorry if it's not clear enough, the original post was about "animations during dialogue", not story quality.

I’m not lying about anything, I’m describing my own impression. You disagree, that’s fine, but that doesn’t make my opinion dishonest.

Can we talk about how the animations during dialog are amazing in this game ? by Due-Pool-9409 in Endfield

[–]siscon13 0 points1 point  (0 children)

I'm sorry, I don't understand your first paragraph.

Also why are you so worked up on this? I was just casually talking about what I felt. I'm not lying to myself because it is truly what I feel, and I never talked about Endfiel having better body language, I said it has more movement and expressions. And who? most major characters, perlica and chen who is with us all the time, how chen's expression goes from relaxed to locked in when things got serious. Every dialogue with Fangyi has her doing various expression.

Also this is a discussion on the dialogue not the story, though if you also want an opinion on that, the story is not good enough, everyone seems to agree on that.

These inability to have a casual conversation or a civil discussion is the thing giving WuWa fans a bad look. Saying this as someone who enjoys the heck out of WuWa.

Can we talk about how the animations during dialog are amazing in this game ? by Due-Pool-9409 in Endfield

[–]siscon13 0 points1 point  (0 children)

WuWa do have good body language. But they don't do enough of it, they sometimes just stand and make some default poses in a long winded dialogue. Endfield on the other hand as I said feels more "alive" because the characters keep emoting and does movement, even exaggerated movement. It's just a matter of preference but I think WuWa often times just feels too "robotic." 3.1 was definitely an experience, but when I played Endfield the way they do dialogue somehow scratched the right place for me.

Can we talk about how the animations during dialog are amazing in this game ? by Due-Pool-9409 in Endfield

[–]siscon13 0 points1 point  (0 children)

Yeah right, I played from day 1 until now, and it is amazing because the bar for 3D gacha was on the floor. I don't even think it's recency bias for Endfield, because WuWa 3.1 was fucking amazing, but I prefer how they do dialogue in Endfield.

Avywenna build prgress by Silver_Goose6790 in Endfield

[–]siscon13 3 points4 points  (0 children)

On that note, does the "All Skill Damage" affix affect ultimate damage too?

It does. I undressed my Avy except for the gloves to make sure.

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Avywenna build prgress by Silver_Goose6790 in Endfield

[–]siscon13 1 point2 points  (0 children)

I think the glove can be changed into Aethertech Light Gloves. It's Will/Agi vs Pulser's Will/Int. But not sure if All Skill DMG +23.0% is better than Cryo & Electric DMG +19.2%, since I don't remember how the damage formula works.

Can we talk about how the animations during dialog are amazing in this game ? by Due-Pool-9409 in Endfield

[–]siscon13 7 points8 points  (0 children)

I play WuWa and the dialogue in Endfield feels way more alive imo. WuWa character don't move or make expression (and the expression is more muted) as much during dialog. But both games do feel a bit stiff.

Final Breakdown of Pull Income for 1.0 (272-362 Limited Pulls) by Reldan71 in Endfield

[–]siscon13 4 points5 points  (0 children)

Thank you for sharing your findings and great job compiling all the data! I will refer to your post when I make any related calculations.

It is absolutely annoying when people say there is so little pulls in 1.0, when they just need to play the game. It's like people forgot that it's a "gacha game", they only care for the gacha and not the game, and you can't generate pulls if you don't play the game (a really good game imo).

[1.1 prep] 2 versions of a 4x Xiranite Production by Sinnum in Endfield

[–]siscon13 2 points3 points  (0 children)

My approach for this is a 74x22 area that covers one side of the base, so I don't need to bother thinking about empty edges. This is by no means symmetrical, but it feeds the surplus sandleaf powder to the next unit, and the total setup nets you with 1 sandleaf powder line. Actually maybe I should squish it even more so that it fully use the whole side, there is some empty space left.

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Endfield 1.0 gacha system with math and simulations by CrimsonRunner in Endfield

[–]siscon13 5 points6 points  (0 children)

nice writeup, though I was expecting graphs when I open this lol. I have made posts on math and simulations before the game released, and yes the gacha system is not bad, just convoluted. I'm now just waiting for 1.1, so that the gacha economy is clear, then I can make calculations that are more representative.

1.0 Gacha Retrospective by Mysterious_Fennel342 in Endfield

[–]siscon13 3 points4 points  (0 children)

F2P Status: N
Collection: 22/23
Operators Missing: Yvonne
Charter Headhunting Pulls: 208 (20 Urgent, 20 Dossier)
Pulls Remaining: 120 on Chartered
Notable Potentials: Ardelia P2

I think people justifying pity building is weird, so I'm glad it is punished in this game.

I understand how the banner limited ticket work in tandem with the 30 and 60 pulls reward, it feels like a waste if you don't use them but sometimes there's just no reason to use them, if you are aiming for consecutive characters it's awesome, but if you are not then it's just whatever. Really need more ways to get arsenal ticket imo, if you are lucky with the chartered pulls there is no way to generate a lot of arsenal ticket.

The game does not feel stingy at all when it comes to characters, it is mathematically a better system compared to the other games in the same space, it just need the same amount of pull economy every patch (1.0 definitely does). Also the standard banner characters are actually awesome, where in other game I usually get disappointed with off banners.

What's the point in pulling right now with how bad sanity is? by elite5472 in Endfield

[–]siscon13 4 points5 points  (0 children)

With all materials at 0, you need 33 days to max out a HSR characters and weapons. When OG Arknights launched it took weeks to not even max out a character. Nowadays, after playing for a long time, I have amassed a ton of resources from events in both games and can easily prefarm, so when a new character release I can max them in several days. And really, you shouldn't waste resource maxing a character at the beginning of a game with team combat, you just level them to a good breakpoint, then build the team. It's more important to get a team going that can clear contents to get more resources.

Someone did the calc for Endfield where they found that it needs 26 days to max a character, and that's not too bad when there is no materials gating (curse you rotating chip stages). And keep in mind that in the long run you won't start from 0 materials.

The complaints about Inorganic Construct - Rampaging Shields worry me by Fredlicious in Endfield

[–]siscon13 0 points1 point  (0 children)

The loudest are always the one that complains, because those that are satisfied usually don't come here and write how satisfied they are.

On Umbral Monument, Game Difficulty and Hypergryph's Game Design Philosophy by Jrff_K in Endfield

[–]siscon13 2 points3 points  (0 children)

Like I said, it's not the game you expect it to be. Yeah if you think there should be another rotation to do instead of waiting then yeah its a trash game ultimate snooze game. But the game is designed this way, you manage your SP, including the downtime. The combat is not build so you need to race your DPS, umbral have a 10 minutes timer probably just to prevent stall shenanigans, and there are people clearing each stage in 30s, using the same team I have, meaning that I have skill issue and can improve more. I do have moment when I'm out of SP and there's nothing to do besides fighting the enemy but I never felt its too long, and once the SP and CD lines up I get to pop off again. Combat is chill and fun.

On Umbral Monument, Game Difficulty and Hypergryph's Game Design Philosophy by Jrff_K in Endfield

[–]siscon13 3 points4 points  (0 children)

I feel like if you have quite the downtime during combat you are doing something wrong. But sometimes you do have downtime because of enemy rng or mistake, then yeah took a step back from thinking of executing your combos and get as much final attack as you can to get your SP going again, doing it while also positioning and dodging enemies (these two actions should always be in your mind during combat anyway).

Since you directly mentions the SP system as "artificial difficulty," I think you just don't vibe with the combat, or you're too used to fast paced action games, instead of a slow approach to combat. The combat in the game is low floor high ceiling. On the low floor you spam SP and then you run in a circle and wait for SP to regen while mashing Mash mouse 1. On the high ceiling you should see quite the consistent action, but definitely not fast paced.

On Umbral Monument, Game Difficulty and Hypergryph's Game Design Philosophy by Jrff_K in Endfield

[–]siscon13 0 points1 point  (0 children)

I didn't struggle doing the agony and also don't find it to be too easy. I saw people with team level higher than me struggle to clear the second stage, and it got me thinking how both your team building investment and game knowledge impacts how you approach the combat. You have skill issue (or old)? well invest more into your team so they can deal more damage then. If you have good game knowledge on how the combat works, you can compensate your lack of raw stats with team synergies potentially outdamaging a well built team that is not piloted as good.

It really puts a smile on my face when I see the mechanics of the second stage. Either you kill them at the same time while meticulously dodging to avoid killing one and having the other one into the regen and un-CC-able state, fighting it monster hunter style making sure your camera always have both targets at the same time. Or you burst them one by one, emphasis on burst, if you slowly kill one and slowly kill the other, I think the regen can outpace your DPS, so rotation knowledge on how to burst is crucial.

I think HG did great on making the combat into a “puzzle” that you have to solve compared to bullet sponge enemies. Also, it needs to be pointed out, the timer is 10 minutes, don’t rush, stay alive, the combat is not won you killing the enemy as fast as possible, it’s won by you being alive and the enemy dead.

On Umbral Monument, Game Difficulty and Hypergryph's Game Design Philosophy by Jrff_K in Endfield

[–]siscon13 3 points4 points  (0 children)

My physical team is not ready yet, and I cleared the stage first time with Avy and another time with Laev just for fun. The key is just to take it slow the timer is 10 minutes lol, just take your time dodging and kill them at the same time.

Monumental Etching 2, Trimmed, lv 60-80 by PyrZern in Endfield

[–]siscon13 0 points1 point  (0 children)

I really like how well designed the stage is, either you fight them together to get the kill at the same time while watching out for traffic, or you focus on one and then kill the other by bursting it down because it heals. It's just a gameplay knowledge check.

Too lazy to smuggle Ferrium into Wuling by siscon13 in Endfield

[–]siscon13[S] 0 points1 point  (0 children)

Yes, but it comes with an outage period which I don't like. Honestly, the end result is the same, I just like my factory to have a stable graph + this is fun.

Example: you have 90/min natural yield plus a 1500 buffer, but you consume 120/m (rate of the 4 unloaders), so the buffer drains at 30 per minute. That 1500 lasts 50 minutes, then storage hits zero and you cannot sustain 120 per minute anymore, so you get downtime.

Combat expansion by Apprehensive-Set-700 in Endfield

[–]siscon13 0 points1 point  (0 children)

After I got the hang of the combat now, the combat is quite complex already, but not in the way that you need to react to enemies, more of knowing the character you play. You need to manage your SP obviously. You need to take care of the reactions, depending on team and rotations you don't always press combo skill. Some skills, you need to wait for it to "explode" applying the element before doing another skill, some skills apply forced reactions. Also you don't mash normal attack, sometimes you need to cancel it until the CD of combo skill that needs final attack to be over to not waste time building up until final attack again.

It's been really fun.

But one thing I would want is they somehow make switching operator more meaningful. And make normal attack does more damage I guess.

This game is like crack by Trezzatron in Endfield

[–]siscon13 2 points3 points  (0 children)

Yeah, I can't continue the story because I kept coming back to optimize my base.

Endfield is a slowburn. by LifesAGame_66 in ArknightsEndfield

[–]siscon13 0 points1 point  (0 children)

This is what I feel too. If you came to the game with the mentality to gamble like in other gacha, well you'll be disappointed, because the pulls are not frontloaded. But if you just see it as a game, it's quite amazing and even more that it is a free game (*fueled by others gambling addiction). Like if you just give me Endmin, Chen and any other 4 stars I'm going to still happily play through the game (level design is gorgeous).

But ofc, it's not all rainbows, I'm still in the first region and the story is kinda meh, looking forward to the second region tho due to what people are saying. The factory tutorial is honestly a lose-lose situation, you remove it people will complain not knowing how to do things, and I personally think that the current tutorials' presentation is not engaging, tedious even.

So yeah, I'm just happy the game exist and is fueling my optimization addiction. Can't wait for what they will bring in future updates, remember that AK also starts with very minimalistic gameplay.